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Once Joel goes missing you can find the wraith that has him in the catacombs. There's many ways of doing it, you can kill him yourself, or once you engage the wraith you can do what I first did, run away and tell your teacher the next day about the wraith and get the paladin teacher to save him and kill the wraith.
On Joel, you can buy information about his whereabouts from Fester the Fence as well; you have to have already discovered the password in order to get into Fester's room, though. You can get that from Joel before he disappears, or get it from different ghosts in the Catacombs. Once you have the information about where Joel is, you'll have the opportunity to tell Master von Urwald during class, or Thomas will force you to tell Moira at dinner. In both cases, Moira will kill the wraith while you get Joel.
If you sneak successfully, you don't get into combat at all, and thus don't die.
- Practice with weights almost every day, because they raise your Fitness (hitpoints!).
Fighting with monsters doesn't. After a few weight-lifting sessions you will be able to take a few more hits from monsters, which is a life saver. I didn't realize this until pretty late (I though Fitness was more like strength than vitality) and my character was pretty weak in direct fights (no problem though, just use the other tools available).
Also, Billiards and rope walking training can raise your Agility which helps with dodging. Other than Fitness and Agility though, it's best to learn by doing stuff or sometimes by spending a bit of time in the library. But I guess you can go for Gaming+Luck each day in the rec room at the Poobah table, it's only half an hour for 1 Luck point, and Luck isn't easy to raise otherwise.
Don't practice (too much) with skills that you could raise by actually doing. For example you can raise Combat and Defense by fighting drats in the cellar and it will be easy. And make you money. Lockpicking is worth training in the Lock Room sometimes (like when you're about to have an exam about it) but it's best to pick real locks if possible. Etc.
- ALWAYS use traps and runes!
Especially Spark (always!), Sol (undead), Freeze (living), Null (magic users), Fire (dunno, furry enemies? I was barred from advanced magic for being a crap student).
Always use mouse/bear traps unless your enemy doesn't have feet.
Oh, and the undead oil whenever applicable.
They're totally reusable. So yeah, use all of that.
Try to have multiple trap and runes. You get in a fight with 3 enemies? No problem, you've already prepared your weapons with oils and runes, you drop a counter-spell on the ground, set a couple of traps and deal with the most immediate threat. They start to get free? Use your spare traps. You might even get out of that "difficult" fight with nearly no damage (nor expense) taken.
- Keep sleeping powder handy, it's OP. Enemies affected by it (breathing creatures?) will be out of the fight and you can then fight each one you've put to sleep on your own terms if you wish. Single use and single target, so best used for special enemies and big fights. A busy screen that you need to clear is your cue to start throwing those powder bags.
- Sneak past all undead enemies unless you're prepared with undead protection and anti-undead stuff. Undead oil (edit: Eau d'enchant), undead protection medallion are a must, better if you have a Sol rune though, particularly for multiple enemies. Check your character stats and make sure you have 50 undead protection (aka the right amulet) before venturing in places with undead roaming around, if possible. Even the friendly undead. Other than a telegraphed event or two, there is no rush to explore the catacombs. Well, maybe three events. By the way, it would help to keep your own annotated map of the catacombs because the game doesn't give you one and they're pretty big and unintuitive.
Oh, and there is no direct benefit to picking a fight with a Ghost or a Wraith so try not to. There is a reason the Master discourages that sort of heroics. We have Paladins for that (hint, hint).
It's not that hard once you become fully prepared for spooky stuff, though.
- Try to win Poobah games if possible (keep some money handy for the evening after each exam), each game can help you render money a non-issue if you get lucky and you know Poker even in passing. Try to actually guess when to fold and when to go and when you should discard some cards and you should do okay even if you lose/don't win a lot in a couple of the games. I think you get 5 chances to play? Although you probably won't care about the last game, other than hoping somebody else loses or wins.
Might be an annoying minigame to play if you don't know the first thing about Poker or don't like it, though.
- Halfway thorough the game you will be told you're halfway thorough the game, so that will answer the question of how much time you have left. Anyway, it's only 50 days in total (now that's a course I could study for!).
- Throwing daggers aren't that good. Good to have as an option, but not worth training in the gym for. However you can practice throwing the grapnel and that will make Throwing more worthwile as it will raise Climbing along with it.
- "Fully" exploring the Sea Cave is more pressing than it seems, at least if you want to complete the related quest within the hidden time limit. Best I could do was give Katie half the map and some clues right before she did it on her own. It's okay if you don't win that quest, though, there are more opportunities to be the hero later. Plus you can still tame and free the sea serpent on your own time for your own reward (one of the best trinkets in the game).
- Don't worry about being sleepy, you probably had a good reason to stay up late and nobody actually blames you for it, a benefit of being among Rogues I guess. And you can take the stat hit.
- Unless you want to splurge, don't buy items from the fence in the Catacombs. Might be worth to ask him about some plot hints and sell some surplus items, though.
Only things that actually BREAK when used are single use (molotovs, glue, bombs, sometimes lockpicks can break, that type of thing, Thrown items are usually consumables while useable traps are usually reusable).